New Beta Version (b) - January 10th (1/10b)

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(I think that) Previous versions of the CP used to grant another possible reward from ruins(production boost) instead of Revealing barbarian encampments. However the recent versions don't seem to do so. Any reason why? Besides, the revealing barb camps thing doesn't actually do anything sometimes... As in, it doesn't reveal any encampments.

I don't know about CP, but CBP still provides production-boosts. Also isn't CP just bugfixes, should it really change ruins at all?
 
Since garrisons take damage now (which I like!), I think we should look at adjusting these values:

CITY_STRENGTH_UNIT_DIVISOR (200?)

CITY_STRENGTH_TECH_MULTIPLIER (go back to 1?)
 
By the way, does anybody know which files/parts of the mod govern the garrison changes? I'll try to carry them over to base CP, yet couldn't see the relevant parts in CBP, probably overlooked them.

Since garrisons take damage now (which I like!), I think we should look at adjusting these values:

CITY_STRENGTH_UNIT_DIVISOR (200?)

CITY_STRENGTH_TECH_MULTIPLIER (go back to 1?)
 
(I think that) Previous versions of the CP used to grant another possible reward from ruins(production boost) instead of Revealing barbarian encampments. However the recent versions don't seem to do so. Any reason why? Besides, the revealing barb camps thing doesn't actually do anything sometimes... As in, it doesn't reveal any encampments.

I started getting angry mobs about it ("you said the CP didn't add anything new! Liar!") so I removed it.

G
 
Just a minor suggestion, not really big enough to warrant it's own thread, figured I'd just post it here so if someone gets greatly offended by it they have a place to respond it it.

Anyways, my suggestion is that we drop the terrain requirement for the Floating Garden and the Longhouse. Most unique buildings have already gotten this treatment, Candi, Jelling stones, Ducal Stable, Satrap's court and Tabya, sure, in most situations you're not going to get much effect out of a longhouse with no forest or jungle in workable range, but it just sounds kinda obvious to be that you should be able to build your unique building in your cities.
 
Playing as Carthage with this beta.
All good except I can't buy some of the land near one of my cities (see attached). Is this a bug or is there something I'm missing?
 

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Playing as Carthage with this beta.
All good except I can't buy some of the land near one of my cities (see attached). Is this a bug or is there something I'm missing?

A quick observations seems to say that the tiles you got from settling the city doesn't seem to count when you're trying to purchase tiles. Only tiles adjacent to those you've gained from culture(I assume) seems to allow for that.

EDIT: Nevermind the water-tile in the middle blew this theory.
 
Putting this here because it seems the most appropriate place (perhaps we should have a thread for general screenshots/discussion of our games?).

Spoiler :
Tn5iHGg.jpg


One of the cooler instances of a city-state capturing cities, IMO. We have a freaking Cahokian empire at this point, of American cities no less. Alternate historical timeline, perhaps??
 
Putting this here because it seems the most appropriate place (perhaps we should have a thread for general screenshots/discussion of our games?).

Spoiler :
Tn5iHGg.jpg


One of the cooler instances of a city-state capturing cities, IMO. We have a freaking Cahokian empire at this point, of American cities no less. Alternate historical timeline, perhaps??

Absolutely aggree that this is a 'cool' feature of the game now. The resources of all those cities can be yours by becoming allies of just the original CS.
 
Just a minor suggestion, not really big enough to warrant it's own thread, figured I'd just post it here so if someone gets greatly offended by it they have a place to respond it it.

Anyways, my suggestion is that we drop the terrain requirement for the Floating Garden and the Longhouse. Most unique buildings have already gotten this treatment, Candi, Jelling stones, Ducal Stable, Satrap's court and Tabya, sure, in most situations you're not going to get much effect out of a longhouse with no forest or jungle in workable range, but it just sounds kinda obvious to be that you should be able to build your unique building in your cities.

Any thoughts on this?
 
Gazebo, when is new beta up? Just asking because i don't know if i should start a new game or wait.
 
Guess there won't be another beta because there haven't been reports of gamebreaking bugs for several days/pages. He will most likely turn this beta into an official version soon.
 
do any people have some tips to avoid late game crash ? I'm already playing without any movement nor fight animation on small maps :/
 
Just a minor suggestion, not really big enough to warrant it's own thread, figured I'd just post it here so if someone gets greatly offended by it they have a place to respond it it.

Anyways, my suggestion is that we drop the terrain requirement for the Floating Garden and the Longhouse. Most unique buildings have already gotten this treatment, Candi, Jelling stones, Ducal Stable, Satrap's court and Tabya, sure, in most situations you're not going to get much effect out of a longhouse with no forest or jungle in workable range, but it just sounds kinda obvious to be that you should be able to build your unique building in your cities.

In retrospect Floating Garden might not be better w/o Rivers or Lakes but who knows it might also let you settle a better City. It could also help when settling on Island Maps.
 
In retrospect Floating Garden might not be better w/o Rivers or Lakes but who knows it might also let you settle a better City. It could also help when settling on Island Maps.

Tabya works almost the same way and I've ran into plenty of situations where I'd rather settle one tile off the river to get more resources, just feels like a somewhat silly (even if it is pretty realistic) restriction.
Another pretty important point is that I keep seeing the aztec AI settling cities one tile off the river, so this would probably help them a bit as well.
 
Originally Posted by heinous_hat View Post
Is there a valid game situation where the 'raze city' button would not be present after capture?

I started a game last night after several weeks off and encountered this... only annex, puppet and view were available options. Not sure whether I've missed some rule change the last few releases or I'm hitting a bug with the latest beta.


It could be a holy city.

Winner!

Thanks. The peculiar thing about it was that the city converted to the previous owner's religion just after I captured it (during my turn). It had only the pantheon symbol prior to that. I didn't notice a GP in the city beforehand and didn't think to check whether it was the holy city. Really odd timing...
 
You can still raze it if you first eliminate all traces of the religion via Inquisitor.

Unless the religion in question had the Resilience belief, which is still not a feature I'm fond of...
 
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